First off, Hi Sins forums. Have been lurking here for a few months now. Up until fairly recently, I played EVE Online almost exclusively.Then I found Sins.Anyway, following a few months of playing, it occurred to me the tactical element of EVE combat and Empire politics fitted perfectly with the Iron engine (at least from what I’ve seen in sins and on the modding forums here)Excited, I searched for EVE-O Sins mods, however, all I could find were suggestions for doing so, or ancient threads that looked like they’d gone nowhere, nothing substantial. (Please correct me if there’s anything major I’ve missed)I’ve headed up several modding projects before (although never in sins) and have a hell of a lot of ideas, concepts and stuff going around in my head.Whilst I can’t pull anything together until at least the end of February, I’d be interested in setting up the peripherals for an EVE mod and getting some good health discussion going in the mean time. I was thinking of a TC, major changes to game mechanics, gameplay, aesthetics, etc, etc. Couple o’ thing I had in mind:
Whilst these three points are not everything I have in mind (would probably exceed a forum character limit if I went over everything) I’d love to see everyone else’s inputs on this. Importing models from Tri-Exporter and getting CCP’s permission to use models isn’t that hard if we have a conceivable plan to start with.Apologies for being the upstart sins nubbin here and suggesting this if it’s out of line/place. I’m a huge Sins/EVE fan, and would love to head up something like this.If anyone’s interested in really getting involved, shout here, or PM me, I’d love to hear from you all about this.
i hate to be a pest but is there any update to what is going on? i'd really hate to see this mod go under especially after waiting so long for that homeworld 2 mod to come out and just die.
I completly agree some efforts needs to happen and so ....,
fear not as i am here with some eye candy . Heres a few shots of the Raven in action! (no textures for now ).
Enjoy
akkan117
lol the only time ravens could ever be considered eye candy that's awesome even got the torp explosions in there
*idk if they were there already or what....i never played visari. i really wish i new anything about modeling and such because i really have nothing to do...for about 6 months, i'd really be interested in doing anything to help :-/
Now that i think about it, i do know a bit about modding homeworld... if sins is anything like it i would like to help out if that's possible. im currently deployed in iraq and ive got plenty of time to spare.
EDIT: figured i'd share a bit... still a bit of a noobie when it comes to applying shaders to the textures but i'm sure a few pointers would help alot. (woops...reupped pic)
"Switching Ammo" question for Major Stress (and possibly an idea for Ruppetus):
For an unrelated mod project idea, a solution I have on the drawing board (but have not tried) is to have "Abilities" with low A.M. cost and long or infinite duration, similar to the Javelinis cluster bombs on the back end.
EX: "Multi-Role Coilgun" cannon for Tech Ship, as a weapon, equivalent to a naval cannon.
Default operation is the "standard shell", Anti-Medium.
Ability 1: "Flak proximity shell." Click ability, consume a couple AM, and fire Anti-Very-Light Prox damage.
Ability 2: "Self-Forging Penetrator." Click ability, as above, fire lower damage but Anti-Very-Heavy damage.
What I'm not clear on (and was wondering about just earlier tonight) is: "Can you change damage types like that, using an ability as a workaround?"
Do you feel this is possible/workable?
You can do that, but you'll need to use some complicated buff trickery to make sure they don't stack.
So...
Dead?
I'd cry.
Cadalancea
"He who lives by the sword shall die by my knife. That's prophecy, if you like."
-Caine, Heroes Die
heh who knows i dont have the time and brain power to do this kinda stuff anymore hehe
Well boo to that....
and i can see where you're comin from on that tho :-/ lol
your raven's got the 2 wings on the wrong side
With ability's almost anything is possible. In fact that may be the way to go to simulate the different types of ammo, and "switching ammo on the fly". However i would keep the ships in their "Navy Edition", or NPC fittings. Like for example an NPC Caldari Navy Raven. It would have the 8 siege, and/or cruise missile slots, but nulled as Abilitys 0, 1, and 2. Instead of Weapons 0, 1, or 2. Each ability would fire a different type of missile (EM, Explosive, or Kinetic), and could run forever until you switched the ability. At which time a cooldown period would occur before they can fire again.
oh ya i imported the old version of the raven
bah i would sugest to just keep it has a faction specific damage types
exemple all caldary would fire weapons that do kinetic , galente as well , amar would be em and or heat and minmatar could be explosive and em (based off what npc usualy use in their weapons)
Think the main thing is to get a working alpha out the door. If you don't want the long stuff, skip to bottom... then re-read please.
Assume all non-BS ships are piloted by players with L3 skills across the board when it comes to armor amount and shields. Also assume that all battlecruisers and battleships are naval quality made to omni tank so then you just have to tinker with shield and armor levels. Also, only a few ships need abilities that rep armor/shields -assume buffers otherwise. Most BS's can have flak burst (smartbombing drones/fighters), ability for overheating (increased damage + self damage), ability for armor repping or shield boosting.... pretty generic, but easy.
Armor and Shield Levels:3 BS per race, 1 dread, 1 carrier?Raven, high shields, very long range missiles with area affect researchable. Scorp -torps, self heal shields, disable abilities and phase out target (10s). Rokh, highest shields, long range rails. Tempest: average shields & armor, afterburn, high & long range damage with designate target. Typhoon, afterburn, high armor, high & close range damage guns and torps + some fighters. Maelstrom: very high shields, long range damage, self rep shields.Apoc, very high armor, very long range lasers (not a tough one). Geddon, afterburn, high armor, high & close range damage. Abaddon, highest armor, very high close range damage.Megathron, high armor, high & close damage, afterburn. Dominix, lots of fighters, remote shield/armor ability, buff for fighters. Hyperion, highest armor, self rep armor, long & high damage.2 BC in frig/cruiser slotsFerox/Drake will have the highest shields, very high mitigation. Drake, long & average damage. Ferox, long and high damage. (gives ferox long awaited damage boost) Cyclone, average shields, ability to self rep shields and long range damage. Hurricane will have average armor, ability to self rep armor, and short range damage but fast. Prophecy, highest armor level possible, average speed and close range damage. Harbinger, average armor, long & average damage. Brutix, high armor, afterburn, self rep armor, short range damage. Myrmidon, railguns + fighters, self rep shields, average shield level.3 cruisers (2 damage, 1 logistics)Caracal, long range missiles -no surprise there, good shields. Moa, long range rails, good damage and good shields. Osprey, remote shield repping.Stabber, afterburn, short & high damage, poor shields/armor. Ruppy, long range, average damage, good armor, poor shields. Scythe, remote shield rep. Maller, highest armor for cruiser, low damage. Omen, afterburn, decent & short range damage. Auguror, repair cloud?Vexor, fighters with buff, good armor. Thorax, good armor, afterburn, high & close damage. Exequror, repair cloud?
3 frigates (ability to stop ship needed [10s])Kestrel, average missile range, good damage, decent shields. Merlin, highest shields, long & decent damage, afterburn. Condor, scout/tackler with low damage.Breecher, average missile range, low armor/shields. Rifter, afterburn, tackle, high & close damge, average armor, low shields. Slasher, scout with low damage.Punisher, highest armor, average damage, afterburn. Inquisitor, long range & good damage missiles. Executioner, scout/tackler with afterburn.Incursus, short & high damage, good armor, afterburn, tackle. Tristan, short & average damage, average range & low damage missiles. Atron, scout/tackler with low damage, afterburn.
Probe, Navitas, Bantam, and Tormentor are colony ships.Ewar cruisers... not really needed unless easily added.
The main thing... get the ships set and basic abilities good.
The research can be pretty simple and not really require much modding. looking at TEC tree atm for below, but certainly advent/vasari research for military type research will be appropriate.MILITARYStructural Subs:Caldari, load of shield research, nothing for armor, not big on manuevering.Amarr, loads of armor, nothing for shields.Minmatar, some armor, some shields -not as much as either Caldari or Amarr. Gallente, loads of armor, little shield Ballistics and Rockets:Caldari, tons of rockets, some guns.Amarr, tons on lasers, very little missile.Minmatar, some guns, no lasers, some missiles.Gallente, new fighter improving research for more hp/damage, lots of guns, nothing for missiles.Experimental Design:Afterburn & Tackle will be Tier 1 and cheap.Caldari, Tier 2 for kestrel, Tier 3 for Osprey, Tier 4 for drake, Tier 5 for Raven, Tier 6 Rohk.Amarr, Tier 2 for Punisher, Tier 3 for Auguror, Tier 4 for harbi, Tier 5 for Apoc, Tier 6 Abaddon.Minmatar, Tier 2 for Rifter, Tier 3 for Scythe, Tier 4 for cane, Tier 5 for Tempest, Tier 6 for Maelstrom.Gallente, Tier 2 for Incursus, Tier 3 for Exequror, Tier 4 for Myrm, Tier 5 for Megathron, Tier 5 for Hyperion.
CIVILIANIndustry, Engineering, and Policy don't need changing really. It's a matter of getting elements from each vanilla race to the right eve race. Amarr, very Vasari. Gallente, Advent. Minmatar, TEC. Caldari, a bit of TEC/Vasari.
EASY MODE: Simply put, don't make things out to be more difficult than it could be. The tough thing will be dividing up research, repositioning it, and getting the research workable. Use as much of what's in SINS as possible to avoid having to make your own research/buffs/abilities. You can easily rename things for more of an EVE feeling -including Artifacts for Sleeper/Cosmos entities.
Ah so i get pulled away with the damn Army and I come back to find out my child has taken seed! Wonderful!
I beat my head against a wall importing the ships and you seem to have figured that out! W00t!
My modeling experience was and is shit... but i can work with spreadsheets and writing the race files out. The trick is balance. Too many mods have great cool things but no true balance.
Anyways count me in im back and ready to work (not to mention have a night shift job where i play on my computer for 12 hrs....)
gmail = ffcseymour
MSN Messenger = syk_pal_chseymore@msn.com
Do we have a modDB set up? or what?
ps. > What we will need is some serious particle effect changes! so start recruiting dudes that can do that!
Quoted from the Eve-O forums :
Go download and install the following before you begin this.http://developer.nvidia.com/object/nv_texture_tools.html I used the following tools installed and Adobe CS4 Photoshop Extended.Adobe Photoshop Normal Map and DDS Authoring Plug-insDDS Thumbnail ViewerA break down of Tri Exporter before starting: http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/TriExporterBreakdown.jpgTo export out of TriExporter do the following Launch the program and Navigate to the following menu once you point the program to your EVE folder res > dx9 > model > ship. Everything resides from here on in to make the ships exported. Lets start with a simple one. Click on amarr and expand that, then click on ac3 and expand that. Lets break down what file extensions mean.*.red - Animation *.gr2 – the model file to use*_lowdetail.gr2 – the lower resolution version of the aforementioned file*_D.dds – color map of the model*_ngs.dds – normal map of the model*_p.dds – I have no Idea maybe a specular map.Ship class naming conventions# - Denotes the tierB – BattleshipBc – Battle CruiserC – CruiserCa – Carrier (Note: Tier 1 and 2 are not always carrier and mom in that order, sometimes they are reversed.)De - DestroyerDn - DreadnoughtF_p – F - FrigateFr - freightor*x – the “x” denotes Faction I - IndustrialShuttle - ShuttleT - TitanTo get started double click on the ac3_mod2shape.gr2 you now have the ugly model shown below. Let’s beautify it.We will need to apply both the sets of textures, _d.dds and _ngs.dds for the ship to be complete. You will need to repeat this step again for the _ngs.dds as I am only going to cover the _d.dds. Look on the TriExporter and see how many UV Maps this ship has applied to it. Spam click on the ac3_tex_d.dds file until it is listed three times in the Model Texture List. The ship is now textured. Time to Export the Model and Textures. http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/TriExporterExport.jpgCreate a folder on your desktop and name it “Augoror” click in TriExporter File > Export Tri-ModelSelect the File type OBJ from the drop down box and name it “Augoror”, press save. You now should have four files in that folder: Ac3.tex_d.dds, Augoror.mtl, Ac3.tex_ngs.dds and Augoror.obj.Please note that there may be multiple textures per model and this guide assumes there is only one. Each Texture must be exported in order for the finished product to actually be textured. Repeat these steps until they are all exported. This is for both the _d.dds and the _ngs.ddsClose TriExporterAt this point if you do not use the Adobe CS4 Photoshop Extended tools then you will be lost. Open both the dds files and click yes to the popup don’t change any settings despite the urge to. http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/ddsimport.jpgClick image > Image rotation > Flip Canvas Vertical.http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/ddsimport.jpgNow click Window > Channels and in the Channels pane we will delete the Alpha by dragging it into the trash can Icon. Before http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/channelsphotoshopwithalpha.jpgAfterhttp://i19.photobucket.com/albums/b192/NGRU-Kamikazie/channelsphotoshopwithoutalpha.jpgWe now will save these out as Targas, so do File > Save as and select from the drop down box near the bottom Targa. Please make sure you select 32bits/pixel and uncheck the box for compression. Repeat these steps again for the remainder of the texture Files.http://i19.photobucket.com/albums/b192/NGRU-Kamikazie/saveasphotoshop.jpg
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Just a few tricks i learned from the forums about using tri exporter and getting it to work like it should!
Go go Eve Mod!!
yes gooo!
btw like half of you check your PM's hopefully LCCX has wisehive setup for us to start kicking some butt!
So I had an idea for the tech tree! We Make it like skill levels: So for instance frigate Operation would be a skill and you can train it to 5. Same with cruiser and so and so forth. This makes the tree alot cleaner and easier to do, as long as we can make ships available after only a preset of numbers of frigate have been researched. If you cant this thats easy enough you just make Little teirs based off the 5 levels. Not as clean and pretty as 1 button per research but still doable.
Anyways till i hear different i tearing apart the UI making it 'EvE' like.
wow still no responses
Response made!
Do I get ISK now?
On the serious side:
There are no legal issues with exporting the models from EVE Online, are there? For some reason I think that was the cause for the downfall of the Homeworld 2 Eve mod, but I could be wrong.
they already ccp's blessing it was posted in this thread for all to read
Well well an eve mod, this looks promising. hope all goes well with the mod, the universe sure us a worthy one,
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